Coast+Guard+Missions+in+the+Pacific+Northwest

​ Matt Chong, Whitney Houck, Gale Young || Put a graphic here ||
 * || =Coast Guard Missions NW=

Overview
Ever wanted to know what it was like to navigate a ship in the Puget Sound? Respond to Coast Guard cases, save people's lives, seize fishing boats with illegal catch, escort a Navy submarine to deep water, or intercept boats trying to bring illegal drugs or migrants into the US? This game will put you at the helm (that's nautical for wheel), and let you make the decisions. Yes, you must follow the Nautical Rules of the Road, but...when its foggy, how fast can you transit safely when someone's life is in danger? Can you coordinate everything that needs to be done in one mission--driving safely, calling in your position to your Operational Commander and the Vessel Traffic Service (VTS) at required locations/times, preparing your team to board the vessel or save the person in danger, avoid other ships that may or may not be paying attention? Can you listen to the radio where other ships are calling each other, filter out fog signals from lighthouses, sound signals from buoys, and whistles from other ships? Can you spot the deadheads (partially submerged logs) in time to avoid them, without damaging your ship?

This game is a simulation that takes the players through the waterways of the Pacific Northwest, responding to Coast Guard cases of Search and Rescue, Security and Defense, Drug Interdiction, Migrant Interdiction, Fisheries Enforcement, and the like. The player will encounter difficulties such as inclement weather, fog, deadheads that put a hole in their ship, requirements to follow traffic separation schemes and report in at checkpoints, as well as requirements to work with the Canadian Government Assets and deal with Tribal fishing at times.

Special features include sound (fog horn/whistle, waves, booms for running into deadheads), blinking lights (for buoy signals), as well as video of multiple ships traveling through the waterway that the player must maneuver around.

Instructional Objective
The primary objective of the game is for players to learn more about the surface assets and missions of the U.S. Coast Guard, as well as issues that impact vessels in the Pacific Northwest (such as fog, deadhead logs, traffic separation schemes, tribal nets, etc). This will be accomplished through the use of scenarios in 5 selected mission areas (Search and Rescue, Security and Defense, Drug Interdiction, Alien Migrant Interdiction Operations (AMIO), and Fisheries Enforcement) based off of actual and representative Coast Guard cases. Players will also learn to balance competing demand for their limited assets by being forced to choose the priority that each mission will take. Real-life issues will be present throughout the game, adding complexity and learning. These issues, such as Traffic Separation Schemes affecting the course the vessel will travel, or fog affecting speed and asset that can be used, will show players some of the issues Coast Guard Command Center Controllers, shipdrivers and pilots must take into account when responding to a mission.

Learners
This e game is designed primarily for adults desiring to learn about Coast Guard operations, more specifically for those interested in navigating a vessel in the Puget Sound, a shipping area located in the Pacific Northwest. Learners will include Coast Guard Personnel stationed in the Puget Sound area, or those who will have an opportunity to transit through the Pacific Northwest. The e game will also appeal to those attending a Coast Guard Coast Guard training program such as Basic Training, the U.S. Coast Guard Academy, Officer Candidate School, a Coast Guard Training Center, or Coast Guard men and women currently working on qualifications in Coast Guard Command Centers, Cutters, and small boat stations around the country. It would also be useful for the Coast Guard's civilian volunteer Auxiliary who assist the Coast Guard with day to day operations. Our learner will be typically ages 17 and up (though the game may be played by students in High School interested in the Coast Guard). Most of our primary learners have a general familiarity with Coast Guard assets, but are learning how to use available assets to respond to missions, environmental considerations, and mechanical issues. A secondary audience includes those members of the general public interested in the Coast Guard, or those looking to join the Coast Guard. The game is designed primarily for members of the Coast Guard, who work in Command Centers, on ship or anyone who is interested in learning how to respond to emergencies within the constraints of Waterways Rules of the Road.

Context of Use
The game will be played at home, at Coast Guard training centers, or in the workplace. It is designed to be played multiple times with different results. Players will be allowed to try different strategies to complete each mission or overcome challenges. Changes in weather, time of day (visibility), vessel traffic, and casualties will change the circumstances of each mission essentially multiplying the game scenario possibilities exponentially.

At the start of the game, the player will need to select a mission to attempt from those available. Additional missions will be unlocked as players move up in rank. Prior to each mission, the player will receive an operational brief that includes the pertinent details about the mission including:
 * Mission location
 * Mission description (problem)
 * Number of people involved
 * Description of the vessel they are looking for
 * Weather
 * Any special requirements/rules for that mission

The player will then need to choose an asset to use for the mission. Players will be able to access additional information on particular asset capabilities by clicking on a tab that will provide a detailed description and list of capabilities for a specific asset. Players will need to base their choice off of actual asset capabilities and limitations. Sending assets out to attempt missions they are not suited for (weather, capabilities, speed, armament, etc.) will result in point penalties and/or equipment casualties which will prolong the mission or force the player to return to port.

At the conclusion of a mission, the player(s) will be debriefed on things that they did well, mistakes that they made, and lessons learned that may improve their performance in upcoming missions. When the game is being played in multi-player mode, team members will be allowed to provide feedback to each other during the debrief.

This game is designed as a PC game. It can be played by individuals or groups. Ideally it would be played by multiple players from the same Coast Guard unit. On missions that require multiple assets, they can work together to accomplish the objectives while linked together in an online environment. This will allow them to increase their teamwork and practice their unit tactics. For missions that require a single asset, they can each carry out separate missions at the same time. When played by individual players, computer generated/controlled players can be used for missions requiring multiple assets.

It would be best to use more than one computer, though one computer could be used with each player taking alternating turns in attempting missions. This is an undesired scenario because players will be uninvolved during periods that other players are attempting missions. Playing would take anywhere from one to four hours, depending on the number of players, speed missions are completed, and errors made by the players.

Scope
The game would cover five of the Coast Guard's traditional missions (Search and Rescue, Security and Defense, Drug Interdiction, Migrant Interdiction, and Fisheries Enforcement) accomplished regularly in Pacific Northwest. These mission areas were specifically chosen because they are accomplished using a wide variety of Coast Guard ships, boats, and aircraft. We have chosen to specifically exclude some Coast Guard missions such as Boating Safety, Vessel Inspection, Pollution Response, Aids to Navigation, and Icebreaking from the game because most of these missions are executed by a smaller subset of the Coast Guard and don't translate well across all the varied Coast Guard assets included in the game or appeal to the larger audience that the other missions do.

The "world" in which the game takes place is the entire Puget Sound out to 50 nautical miles offshore, including the numerous Traffic Separation Schemes (TSS) and the Straits of Juan de Fuca. The missions will be accomplished out of four ports in the state of Washington (Seattle, Port Angeles, Everett, and Bellingham) where the Coast Guard assets used in the game are presently stationed. The game includes rules associated with checking in at various TSS's, requirement to navigate according to the Rules of the Nautical Road, hazards such as weather, fog, dead heads (partially submerged logs), and commercial and recreational traffic, including the Washington State Ferry. This operating area was chosen specifically because missions in our five chosen areas were regularly conducted there, the added dimensions of a TSS, moderate vessel traffic, weather, and the territorial sea boundary with Canada. These challenges found in Puget Sound are very similar to those found in other areas of the country and the lesson that will be learned from playing the game will translate well to other areas of the country.

We chose six Coast Guard assets (25-foot Defender Class Small Boat (RB-HS), 87-foot Coastal Patrol Boat (CPB), 175-foot Coastal Buoy Tender (WLM), 110-foot Patrol Boat (WPB), 210-foot Medium Endurance Cutter (WMEC), and 378-foot High Endurance Cutter (WHEC) to be used by the player. These assets were chosen because they are common to both the West Coast and East Coast and they are the classes of assets that are actually based in the area in which the game takes place. Each player starts off initially with a RB-HS and only a few available missions. As the player earns more points and increases in rank, new missions and assets become available. Other area assets such as Icebreakers, Inland Buoy/Construction Tenders, and some Small Boats were not included as part of the game because they are unique to the Pacific Northwest, not commonly found in the area the game takes place, or not regularly used for the five chosen mission areas. The game is designed to be played from the perspective of the person at the controls of the Coast Guard boat or ship. The view on the screen will be the same that they would have "out the window" if they were actually driving the boat/ship through Puget Sound. To improve awareness, players can switch to an aerial view as well. Some of the same navigation tools (GPS, nautical chart, compass) and controls/gauges (helm, throttle) available to Coast Guard personnel in real life will be available to the player. We chose not to include the perspectives of the command center watch or aircraft pilots because many of the aspects of the game such as TSS, hazards to navigation, nautical rules of the road, buoys, etc. would not apply.

There will be 50 available missions total (10 in each mission area) in the game. While the missions will not change, aspects such as vessel traffic, weather, and visibility will change based on the time of day/year the mission is undertaken. To increase the relevancy and realism of this simulation game, special features include sound (fog horn/whistle, booms for running into deadheads, radio traffic), lights (for buoy signals or lighthouses), as well as video of multiple ships traveling through the waterway that the player must maneuver around. For example, missions conducted at night will show the actual lights displayed by the buoys and other vessels in addition to the silhouette of the other vessel. Some missions such as U.S. Navy vessel escorts and large migrant or drug interdiction cases will require players to interact with each other to accomplish the mission. For situations in which only one individual is playing the game, the computer will act as the other player(s).

Realism and unpredictability will also be built into the game by incorporating changes in weather or inflicting casualties (breakdowns, emergencies, etc.) to the asset the player is using. Also, damage caused by collisions, allisions, groundings, weather, and other errors will be tracked for each player. If an asset suffers too much damage, it will need to be taken out of service for repairs and the player will lose time. During the time their asset is down for repairs, players will be allowed to practice while conducting training missions on a loaned asset to increase their proficiency. Training missions will not count toward the player's point total.

Object of the Game
The goal of the game is to complete a variety of Coast Guard missions as quickly and safely as possible. Players will accrue points as they complete missions (each mission has different point values based on the importance and difficulty of each mission). To increase the sense of urgency, each mission will have a time limit imposed during the mission briefing. At the end of the mission, players will obtain points for any time remaining on the clock. Failure to complete the mission in the allotted time will result in point deductions. Players will also lose points for errors that they make (not following the nautical rules of the road, not checking in with Vessel Traffic, collisions, groundings, etc.). When players' point levels reach certain thresholds, they will be promoted to the next rank (based on actual Coast Guard ranks) and have access to upgraded assets. The first person to reach the rank of Admiral wins the game. In multi-player mode, the secondary objective will be to complete as many missions as possible. Players will be awarded additional points for working together with other players. Players with the highest scores will have their name and top score placed on the game's website.

Competing Products
So far, we have found only a few Coast Guard related electronic games. The most comparable to the e-game that we would like to develop is located at the Coast Guard Academy and other Coast Guard Training Centers, the virtua l Ship Control and Navigation Training System (SCANTS) is a large, computer-based ship simulator used to teach and evaluate cadets, as well as prospective commanding and executive officers. SCANTS offers training in standard navigation procedures, ship handling, casualty response, navigation rules and radio communication skills in a simulated environment. The second game is called "[|Virtual Sailor]" and it was first released in 1999 with motorboat dynamics, adjustable weather, sea conditions, and contains real topographic data. Virtual Sailor is a multiplayer online sailing and racing over the net. The third game is called "[|Motor Boat Simulator]", and it was first released in 2003  to practice maneuvers and navigation with power boats on a modern Game PC. Version 1.2 using 4 single propeller power boats. A great feature that is included in Motor Boat Simulator is that wind, stream, waves, and sailing area can be selected, this is a feature that will include in our e-game design. The fourth game is " [|Ship Simulator] ", it was released in 2006 and is a PC game centered around 40 missions. The missions are not all available at once, however as player gain more experience, harder missions become available and can be completed within the guidelines. Players can also create and exchange missions with other players of the game.

Our e game is better than the others because we are narrowing our focus to a specific group of learners operating in a specific area of the world, however our game can be transferred or expanded to other ports, and will be a great tool for the Coast Guard to train their personnel new to their specific area or new to a concept collision avoidance and prevention. With that, our game adds a more realistic approach to boating safety by incorporating Rules of the Road, groundings, and collision situations. Additionally, local mariners will also benefit from the scenarios that focus on boating safety, navigation, and search and rescue.

Design Details
//Universal Elements// The look and feel of the game will be as realistic as possible, with graphics built to resemble actual ships (Coast Guard and civilian) and waterways. Sound will be based on actual sounds (water touching hull, engines increasing in speed and volume, representation of actual sound signals and fog signals).

//Specific Elements// The description of all user-manipulable variables in the game include the throttle (speed controller), the helm indicator (rudder angle indicator), sound signal, vessel selection, mission (each player may choose one of the three options provided), communication with Vessel Traffic System (push button to complete check-in), and the view (from bridge ahead or astern, from aerial, or controls). The user-manipulable variables are all tools which are visible by the players on the screen.

The description of all output variables to displayed include speed depending on current and weather, course impacted by set & drift, the time, distance and course to target location, the weather as seen by vessel, Gobal Positioning System's position, charted position, and other vessels in the area.

The description of the default state of all variables are the ship moored at the pier with the engines neutral, and the chart displayed with mission location identified. The weather conditions are displayed on the bridge with no other vessel visible in the area. The radar is on and displaying natural landmarks, and the vessel in its moored position has no set and drift. The course matches natural lay of the pier (pier heading), and the sound signaling device is off. The rudder is set at zero and the view of the the player is from the view on the bridge.

The following are sample screens showing a sequence of situation, learner input, and result:
 * Picture 1:
 * Picture 2:

The following are sample screens showing introductory material, selection of asset and mission, and high score pages:
 * Screenshot of opening Page
 * Screenshot of Players option to choose asset and mission
 * Screenshot of High Scores page
 * The underlying model of the simulation is based on ratios of the actual speeds of the ships. Bad weather will slow vessels slightly (players should slow dramatically, but they will have the option how much to slow down). Rough seas will slow a ship down more than wind. Fog does not slow the ship, but the player should slow due to safety-visibility reasons. If taking a vessel in tow, maximum speed is about 7 knots. Even though speeds will be decreased in inclement weather, the perceived speed of the game will be increased due to the rougher seas and decreased visibility (with decreased time allowed to react to situations).

//Technical Elements//

Quest3D is the software required to author the game, specifically for Personal Computers (PC). The initial graphics will be in a .jpg format, and .dds for mipmap information. The sound will be in a .wav or .mp3. The game will not accommodate multiple platforms. The game will not have a data structure to save the game state, however players will be able to pause the game. The game will be developed for PC that will be connected to the internet, each player's score will be sent in to our website via a form script for posting on the site. When the play types in his or her name and hits submit, the highest scores will be displayed.

Motivational Issues
 The game introduces learners to Coast Guard missions and assets specific to the Pacific Northwest. Additionally, the learners will have an opportunity to improve their ship handling skills by controlling speed and direction (rudder), in order to maneuver the vessel of his or her choice. The game allows the learner to practice with multiple assets, while allowing the learner to also gain knowledge of about the abilities and constraints of each type of asset type. The leaner must decide how and when to use each asset depending on the weather and sea state. Learners can also observe how others use assets to complete the mission. The game allows the learner to take on challenges and compete with others to complete tasks, as each person naturally wants to complete the mission. This e-game addresses the Fourth level in Maslow's Hierarchy of Needs: Achievement, Mastery, Recognition and Respect (Schell p. 126). The player wants to master the art of completing the mission and safely navigating a Coast Guard asset while considering weather and sea state. Each player's level of achievement is determined by whether or not he or she safely navigates the vessel using the rules of the road while transiting through traffic separation schemes, and successfully promoting to the next rank and upgrading an assets. The learner gains recognition and respect from other players for accomplishments. Creativity and fulfillment (5th Level) can be attained during the decision make process as a ship driver, specifically following the course to the mission area by manipulating the throttle and rudder indicator.     =Design Process= The team started with the idea of the Coast Guard Command Center board game in mind, and wanted to combine it with their experiences in the Coast Guard Academy's virtual shipdriving simulator. We thought of complex waterways that a large variety of ship types use, and the Puget Sound seemed one of the best options with multiple asset types, multiple rules and traffic separation schemes, as well as a variety of weather and unique issues (fog, tribal, submarine escorts, etc). We used some of the screen layouts from a variety of shipdriving eGames we researched, took out a few options and manipulations we thought were extraneous, and added a few requirements that will make the game more learning-centric (such as requirements to follow the Nautical Rules of the Road or face penalties). We originally included air assets but decided this would complicate the game design too much, so we removed that aspect. We decided this game should be played on PC's as it is a learning game for Coast Guard personnel, and their offices are equipped with PC's (not Mac's, and few have a Nintendo or Wii or other gaming platforms).